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UT3 University Project


Wraithio
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Hello! First time poster, but a long time lurker.

I've been working on a project for my university dissertation which has the title "An Investigation into the effects of gameplay on environment design".

I have taken a real building, researched all gameplay issues and made changes to the building accordingly and just trying to gather feedback now.

Download here: http://www.filefront.com/16015187/CustomMaps.rar - its at release 1.07.

Main feedback prior to this was it being too small scale wise, so it got scaled up. UT3 camera really does make things look way to big and way to small and never no inbetween, does anyone else find that? The stairwell was too small, and some of the items need player clips to stop people getting stuck on them. Currently working on the lighting system, as you will see if you download and play.

Can anyone give me any feedback? Would be greatly appreciated. Some small bits need working on brush wise, and my meshes need some textures. But its nearly working, needs some good time spent finalising it now and getting it all up to scratch.

Thanks, Damion.

ScreenShot00002.jpg

ScreenShot00001.jpg

I know, align the texture :lol:

ScreenShot00000.jpg

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Welcome to the core~

If your primary focus is how design effects environment design I'd start by removing the mixture of non fitting materials and apply some kind of grey or flat white texture to almost everything, if you give people the opportunity to judge "art" they will, if you make it extremely clear your focus is environment design thats what they will judge.

Thankfully Unreal has lightmap only render mode which might do the trick,

1.jpg

Notice that here rendered in solid colors the visualization will not be judged by texture choice. Texturing a world well is a massive undertaking so if it's not your goal don't make it hard for yourself :)

chrishall2.jpg

Example from my portfolio here simply showing a modular designed corridor build out of 6 tiling models :) This is UT3 btw

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Welcome to the core~

If your primary focus is how design effects environment design I'd start by removing the mixture of non fitting materials and apply some kind of grey or flat white texture to almost everything, if you give people the opportunity to judge "art" they will, if you make it extremely clear your focus is environment design thats what they will judge.

Thankfully Unreal has lightmap only render mode which might do the trick,

Notice that here rendered in solid colors the visualization will not be judged by texture choice. Texturing a world well is a massive undertaking so if it's not your goal don't make it hard for yourself :)

Example from my portfolio here simply showing a modular designed corridor build out of 6 tiling models :) This is UT3 btw

Thank you Chris!

Only issue I have, is in my project aims and objectives I have the actual workflow for level creation including textures. I may well be able to make two versions.. a blank version and a fully working version. I have two weeks today to get that and the written work complete. Annoying thing for me is, the practical part is 30%, and the written is 70% :?

A lot of people I know are creating grey boxed levels based on similar things.. but my tutor pushed me for texturing and making a fully working level. Taking a lot of my time up, but hopefully it pays off. If I give two versions to play at the grad exhibition could be an idea!

Thankfully Unreal has lightmap only render mode which might do the trick,

I will look in to this, mind if I come back to you at a later stage for some more advice if needed?

Thanks! Damion.

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